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Everything posted by sal_vager
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Many Problems ... can someone help?
sal_vager replied to bluemun's topic in KSP1 Gameplay Questions and Tutorials
Hi bluemun 1, Make sure you have solar panels and are going the right way, if your ascending node is 180 you're flying backwards. 2, Need more info on this. 3, Time warp till some appear. 4, Don't worry about this unless they manage to splash down while still within physics range of 2.5km or you are using an addon like debrefund, the chutes will open with the decouplers but your boosters will be lost anyway. 5, Sure you can do that if you want, it's up to you. 6, KSP is not finished yet, please bare that in mind -
The new module placement angle thingy
sal_vager replied to hazarada's topic in KSP1 Gameplay Questions and Tutorials
Also try pressing F to change between absolute and part-relative modes -
Need your own thread moved or locked? Post here.
sal_vager replied to Rich's topic in Kerbal Network
Figured it out, you can choose post icons when you post, they can be removed by editing the thread -
Need your own thread moved or locked? Post here.
sal_vager replied to Rich's topic in Kerbal Network
I have no idea, you must have clicked on Thread Tools and Subscribe to this Thread... -
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sal_vager replied to Rich's topic in Kerbal Network
Thread deleted -
Today is a sad day, fellow anomaly hunters.
sal_vager replied to YourEverydayWaffle's topic in KSP1 Discussion
Obviously Krakaliens don't want you to discover their secret Mun base -
Off-topic derailment posts removed. Modders are under no obligation whatsoever to provide any level of support to anyone for the works they provide free of charge, they do not want to have to deal with support issues on a broken platform so they take steps to avoid having to do so. The next step for modders at this point is to remove access to their works except to trusted individuals and friends until Unity Windows 64bit support is stable enough for them to again make them available to the masses. Currently addons are available, they are supported by their makers for 32bit Windows, 32bit OSX and both 32bit and 64bit Linux.
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Program crash when using the decoupler
sal_vager replied to kennyj's topic in KSP1 Technical Support (PC, unmodded installs)
Yep you've got a bugged craft here, I get a stack trace as well, but only with your craft, I have no idea how you managed to break this but I think you're going to have to rebuild that craft from scratch. This is what I get: Stacktrace: at (wrapper managed-to-native) UnityEngine.Object.CompareBaseObjectsInternal (UnityEngine.Object,UnityEngine.Object) <0x00060> at (wrapper managed-to-native) UnityEngine.Object.CompareBaseObjectsInternal (UnityEngine.Object,UnityEngine.Object) <0x00060> at UnityEngine.Object.CompareBaseObjects (UnityEngine.Object,UnityEngine.Object) <0x00017> at UnityEngine.Object.op_Equality (UnityEngine.Object,UnityEngine.Object) <0x00017> at Part.FindPartThroughNodes (Part,Part) <0x00037> (Removed 1000 lines identical to the above) at Part.PromoteToPhysicalPart () <0x0052b> at Part.decouple (single) <0x0003f> at ModuleDecouple.OnDecouple () <0x0068f> at ModuleDecouple.OnActive () <0x0002f> at Part.ModulesOnActivate () <0x0003e> at Part.activate (int,Vessel) <0x001b3> at Staging.activateStage (int) <0x00233> at Staging.activateNextStage () <0x0001f> at Staging.ActivateNextStage () <0x0001b> at FlightInputHandler.Update () <0x005cb> at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x00059> Native stacktrace: /home/user/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP_Data/Mono/x86_64/libmono.so(+0x931f8) [0x7ff773b731f8] /home/user/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP_Data/Mono/x86_64/libmono.so(+0xd0c19) [0x7ff773bb0c19] /lib/x86_64-linux-gnu/libpthread.so.0(+0x10340) [0x7ff77e048340] ./KSP.x86_64() [0x7f316c] ./KSP.x86_64() [0xccbf59] [0x406733f0] Debug info from gdb: Could not attach to process. If your uid matches the uid of the target process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try again as the root user. For more details, see /etc/sysctl.d/10-ptrace.conf ptrace: Operation not permitted. No threads. ================================================================= Got a SIGSEGV while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= -
That image was made by a guy who's upset that the experimental Windows 64bit executable is experimental and doesn't understand that games in beta will have issues. Course, if you also install every addon you can find you'll also have problems
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How do you move the Periapsis
sal_vager replied to Tyler Frazier's topic in KSP1 Gameplay Questions and Tutorials
if you have your Periapsis correct but it's in the wrong place you can burn radial (directly away from the planet) or anti-radial (directly towards the planet) when at Apoapsis to move your Periapsis to where you need it, and you don't even need nodes -
Science isn't being saved
sal_vager replied to superkurbol2014's topic in KSP1 Technical Support (PC, modded installs)
Looks like you're running out of addressable RAM, I don't think we can figure this one out just from the error log, we'll need the output_log.txt and dxdiag as well, see the support stickies. Also, fixed the scrolling -
Cannot start game at all
sal_vager replied to Wanderfound's topic in KSP1 Technical Support (PC, unmodded installs)
If it's still loading at fullscreen you can try deleting the registry entries for KSP. -
Cannot start game at all
sal_vager replied to Wanderfound's topic in KSP1 Technical Support (PC, unmodded installs)
Make sure to copy KSP to C:\Games and no to move it or Windows DEP will still have those files listed as potentially unsafe. But what I think is causing this, is this: You definitely shouldn't see this with a new stock install, and even on a modded install, this is a problem, maybe the graphics driver is corrupt or the PC is on a low power mode and the card is not working at full speed, or if it shares RAM, it hasn't got enough. You mentioned a laptop, many laptops have a main gfx card and a low power Intel chip for powersave mode, your log says it's using an Intel: KSP won't like to run on these low power chips. -
How accurate does my orbit need to be?
sal_vager replied to Arthree's topic in KSP1 Gameplay Questions and Tutorials
Your orbit can be spot on, but if you forgot a required part or are re-purposing an existing satellite you are out of luck, if you showed us the contract and your ascending/descending nodes we'd be able to see what you've missed -
Right guys get back on topic please, threads only get derailed if you allow it.
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How to open the maneuver menu?
sal_vager replied to tieme.enkhuizen's topic in KSP1 Technical Support (PC, unmodded installs)
You're welcome tieme.enkhuizen, have fun